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Fix Blender Models


royibernthal
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I'm trying lately to look for models which can be exported from blender to babylon correctly, which seems like an impossible task, because I get errors when trying to export to babylon almost every model.

It happens due to authors not creating their models meticulously as far as I understand. Although it is a bit weird that almost all models are not created properly. (unless there's something else I'm missing)

 

I did manage to export to babylon properly 4 models, out of almost a hundred I tried.

 

Anyway, can you please help me fix this model?

http://www.blendswap.com/blends/view/697

 

If you could also help me understand what things I need to look for in order to fix broken models, take into consideration that I'm completely new to Blender.

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4 hours ago, royibernthal said:

If you could also help me understand what things I need to look for in order to fix broken models, take into consideration that I'm completely new to Blender.

Well, @royibernthal, I do not consider the model broken. But it does have a very complex rig (247 bones, approximately 8x the number of bones I would use), lots of constraints placed on lots of bones, and two lattice modifiers that drive the shape of the eyes.

What exactly do you want from this model?

cheers, gryff :)

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@gryff

Whenever I try to export it from blender to bjs it throws an error(s) in the log, and no files are generated (expect the log).

Quote

========= An error was encountered =========
  File "D:\Program Files\Blender\2.77\scripts\addons\io_export_babylon.py", line 310, in execute
    self.skeletons.append(Skeleton(object, scene, skeletonId))
  File "D:\Program Files\Blender\2.77\scripts\addons\io_export_babylon.py", line 1402, in __init__
    animationRange = AnimationRange.actionPrep(skeleton, action, FRAME_BASED_ANIMATION, frameOffset)
  File "D:\Program Files\Blender\2.77\scripts\addons\io_export_babylon.py", line 2264, in actionPrep
    if len(object.animation_data.action.fcurves) == 0:
ERROR:  'NoneType' object has no attribute 'fcurves'

 

If it isn't "broken", then why does this happen?

As for your questions - all I want to do is display it, I don't need any animations or rig, so I can delete these (once you teach me how :))

 

@JCPalmer I don't even get to test it on mobile, no files are generated when exporting. Let me know if I misunderstood you.

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You mis-understood. Let me be more clear:  something with that number of bones will never run on mobile.  From your other posts you are looking to do mobile.  This is probably a waste of time.

I saw Blendswap, and I'm out.  The stuff is usually made with very old version of Blender, and there was not the slightest by concern for running on WebGL.  There is not really a short cut to not making your own models.  Doing a winged quatroped seems very aggressive animation wise.  Especially from someone who did not make the skeleton.

Fixing an error from Blendswap, and similar is a very low priority for me.  Maybe next year, I have my own problems.

 

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35 minutes ago, royibernthal said:

As for your questions - all I want to do is display it, I don't need any animations or rig, so I can delete these

@royibernthal : You mean something like below image of "larry" in the BJS Sandbox?

37 minutes ago, royibernthal said:

If it isn't "broken", then why does this happen?

Because as I have already said it is a very very complex rig - not a broken one!!  And probably has features that @JCPalmer's excellent Blender Exporter is unable to handle.

cheers, gryff :)

 

larry_croc1.png

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@JCPalmer

You are right, I do need to take mobile into account. However, what I meant is, it can't even be exported, and so I can't even get to testing it, not even on the computer.

Putting aside the fact that it won't run on mobile, out of curiosity, why can't it be exported? Are you saying it's because these files were created using a very old version of Blender?

At the moment I don't need a rig nor animations. Is it too much to expect models I didn't create to work if I delete these?

Creating my own models will be a complete waste of time for me given what I'm trying to do at the moment (not to mention I'm not an artist).

With that said, where would you advise me to look for free models without rig and animations, that'll work and won't be out of date?

 

@gryff

Yup, exactly like that. How do I delete the rig and animations? They might indeed be the reason I can't export most of the models I find.

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@royibernthal : here is the derigged model blend file :  larry_croc.zip

Try it out.

18 minutes ago, royibernthal said:

How do I delete the rig and animations? They might indeed be the reason I can't export most of the models I find.

It had no animations just a very complex rig. If you see that a model has 247 bones - not a good place to start for BJS even on a fast desktop.. Though in this case, you could delete the rig and create your own simplified rig.

cheers, gryff :)

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@gryff Thanks, works indeed.

I'll remember that - At the moment I'll completely delete the rig, and soon when I'll start dealing with animations I'll look into creating simplified rigs.

 

How can I delete the rig in the next models I encounter? I don't want to bother you every time. 

I tried to:

(1) delete bone groups

(2) follow the instructions here:

https://blenderartists.org/forum/archive/index.php/t-270517.html

Neither did the job for me. I probably did something wrong, it'd be great if you could teach me how to do it, or point me to a tutorial that explains how to do it.

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